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  1. Hi Kerbonauts, challenger here, having some problems! I play KSP 1.2.2 Because IT SUPPORTS A VERY CUTE MOD, THE SPACE SHUTTLE SYSTEM MOD. The problem is that 2 parts (the shuttle cargo bay and the shuttle crew cabin) are completelly black with no texture when loaded. I have the same problem with the 1.7.x version of the mod I just have the SpaceShuttleSystem mod and its dependencies wich, according to the original spacedock link of the mod (https://spacedock.info/mod/1178/Space Shuttle System?noedit=True) , are: SSTU; KSPWheel; JSI; CommunityResourcePack; ASET This are the names of the mods folders, I DONT HAVE ANY OTHER MODS EXCEPT FOR THE SQUAD STOCK FOLDER. Hope you can help, thank you and go at throttle up!
  2. Mod We have put our best effort to make the solar system good. This mod is a Collab with @Cyrus Playz to make a revamp of the stock planets AND add new planets and star systems First Released on KSP's 10th anniversary. Key : Green = Done, Yellow = WIP, Red = Planned Plans : Ike Tylo Dres Pol Laythe Sun Eeloo New moons: Karon (Eeloo) Astrium (Dres) The gilly replacer : Ienus Stars Systems: FINAL plan of Dubol: Compatible mods: Astronomers Visual Pack (or any other VE pack) Low-Light levels High-Light levels Zeo's Planet pack Strange new worlds other star system mods Incompatible mods: OPM GU any other system replacer Dependencies: Download: Screenshots Eye Candy Courtesy of @ballisticfox0 Kerbol's new sun flare! courtesy of @Caps Lock New Jool Rings : All the screenshots are with Spectra and Scatterer you could use AVP or any visual enhancement mod on top of our mod. (Eeloo's texture is optional you can change it through configs)* This mod is licensed under : CC-BY-NC-ND
  3. HI everyone Is it possible to make a system where a vessel is treated as 1 part but the sub functions of it component parts remain in the vessel because KSP accounts for every single part although that is for Physics purposes i mean like reentry space station breaking but that also causes kraken so maybe you can enable this mod while in flight or sth or just straight up cheat because the kraken is nothing but the parts physics messing up and and making everything one part essentially negates kraken and if you worry about aerodynamics the aerodynamics is by shape of craft and its not bang on accurate so eh its just reentry and smashing on the ground so basically what my idea is to make a catalog for the OG parts in a Cache file or something which can be Accessed easily and The atmo physics that breaks the parts off can be applied through stress regions i guess but it is a way to do stuff so like the parts are like ghosts they are there but not accounted for and are broken through stress regions how does this sound for a plugin
  4. This is a small mod which adds a detailed Airbus A330-900neo into the game. You will find detailed models and textures, custom sounds for the engines and landing gears, 3 liveries (White, Black, Airbus) as well as a modelled 3D cockpit and cabin. The plane is configured for stock, with flight characteristics based on a comparable stock-part aircraft. At a cruising speed of 220m/s at 3500-4500m altitude, a range of 2100km or fuel for 3h will be enough to cover all major routes on Kerbin. I've limited the crew capacity to 30 (+2 pilots) for performance reasons. Please note that the parts are not designed for a modular use in other crafts. Download from Spacedock I recommend you to install my Airplane Autopilot as well. Known issues All rights reserved.
  5. I downloaded some new mods that add a lot of parts to the game, so I'm hoping to be able to program in some custom tabs and reassign those parts to them. If anyone familiar with ksp modding knows how to do this, it would be awesome to get some help. Thank you
  6. Latest Release Spacedock Source Original mod by: @tgruetzm Continuation by: Angel-125 Snacks was originally published by tgruetzm in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. This new version rebuilds the original code base in order to: Configure all sorts of options including snacks consumed per day, snacks per meal, and recycling rates. Days are calculated based on the homeworld's solar day, not the default 6/24 hours per day. Rescaled homeworld planets are supported! Provides a penalty system that won't brick your game. Run multithreaded simulations on your vessels to estimate how long your Snacks will last- ElectricCharge production & consumption are included! Maintain the lightweight feel while offering lots of customization. Want more challenge? Check out the addons in the LifeSupportResources folder: Air - Kerbals need Fresh Air to breathe in addition to Snacks to eat. They’ll faint and die without it! Your vessels are automatically equipped with a supply of Fresh Air, and you can make more from Oxidizer via the stock ISRU parts, or recycle Stale Air using the stock Hitchhiker. Stress - Cramped quarters can stress out kerbals and they’ll refuse to work! They aren’t tourists, they’ll just stop using their skills to help your mission. Other events cause Stress as well. Reduce Stress by hanging out in the stock Hitchhiker- but kerbals won’t have their skills available while they rest. Or make your own life support resource to track using the above config files as examples! If you're new to Snacks, please consult the KSPedia. KSPedia images License Source code: The MIT License (MIT) Snack Tin artwork by SQUAD/Porkjet: CC-BY-NC 3.0 Portions of this codebase are CC-BY-NC 3.0 and derived from Taranis Elsu's Window class. Module Manager by Sarbian Installation Delete any previous instances in GameData/Snacks Copy the files in the zip folder over to GameData/Snacks
  7. v1.0.0 (7 May 2021) Full Screenshot Gallery This part pack is designed to provide some new interesting rocket engines and diversify your propulsion options. Currently the mod only includes 1 part, the RM-122T "Rainier" Cryogenic Engine, a stockalike version of the Space Transportation Main Engine. In the future it will feature many more engines using different fuels. These fuels provide advantages and disadvantages compared to stock Liquid Fuel and Oxidizer, having different efficiencies, thrust ranges and storage volumes. You can check out my roadmap of engines that potentially could be added. DOWNLOADSSpacedock Github Bug Reports Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "RocketMotorMenagerie" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing
  8. All Rights Reserved Tantares (For Kerbal SpaceProgram 1.12.X) Description Tantares is four mods! All of them standalone, and with minimal dependencies: Tantares: Soviet crewed spacecraft, space station, and LEO spacecraft *Requires B9PartSwitch TantaresLV: Soviet launch vehicles and upper stages *Requires B9PartSwitch TantaresSP: Soviet interplanetary probes *Requires B9PartSwitch TantaresSAF: Soviet Aerodynamic Fairings *Requires Simple Adjustable Fairings, B9PartSwitch The parts are made with the "LEGO" frame of mind - they fit together to make certain craft, but are flexible and generic enough to be used in many creative ways, just like vanilla KSP parts. If you're using TantaresSP, I highly recommend using one of my other mods, Neptune Camera, which adds camera functionality to probes. Screenshots TantaresLV Screenshots Tantares Screenshots TantaresSP Screenshots TantaresSAF Download Links You need B9 Part Switch for all Tantares mods. B9 Part Switch You can get Tantares on both GitHub, Spacedock, and CKAN. Craft files are included in Tantares and TantaresSP. Tantares - SpaceDock Tantares - GitHub (Earth Orbit Spacecraft) TantaresLV - Spacedock TantaresLV - GitHub (Launch Vehicles and Upper Stages) TantaresSP - Spacedock TantaresSP - GitHub (Interplanetary Space Probes) TantaresSAF - GitHub (Simple Adjustable Fairings) Updating? Keep in mind that parts are sometimes deprecated (removed) when moving to newer versions of the mod. Though they will still load on existing crafts for at least one version after they are deprecated, they will not appear in the VAB and will not have textures. Frequently Asked Questions What's the situation with IVAs? Crewed capsules will get IVAs, unfortunately I just don't have the time to do IVAs for the large station parts. What's the balancing like? Parts are balanced against vanilla KSP parts to not be intentionally uselesss, this means the launch vehicles with accurate to RL proportions might seem pretty powerful, a Soyuz putting 14 tons into LKO, etc. Really the best solution for this is to use a 2.5x~ system rescale, JNSQ, or just enjoy the big payloads. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the GameData folder, open the Tantares (or other mod) folder, and within the parts subfolder, delete the spacecraft you don't want parts for. For example, if you don't want a Soyuz, delete the folder SOYUZ from Tantares/parts. Compatibility Tantares, TantaresLV, and TantaresSP have minimal dependences, but have patches to kOS compatibility. The parts in Tantares are balanced against the stock game parts. This might leave rockets feeling a bit overpowered in the vanilla KSP system. Playing in a rescaled solar system 2 to 3 times larger will make them feel much more true to real life. TantaresSAF requires Simple Adjustable Fairings. If you're using TantaresSP, one of my other mods, Neptune Camera, will add extra functionality to the camera parts. Recolours and Extras Special thanks to everyone who has contributed and helped out with this! Friznit's Tantares Wiki (Additional Craft Files) Well's IVA patch. Credits and Thanks Thanks to everyone who has helped! Special thanks for: @Zorg - Waterfall Development @benjee10 Sokol Flight Suit SSVP Docking Port Male SSVP Docking Port Female Texturing and design assistance. @Well IVA Props Internal IVA design. Feedback and assistance. @Zarbon44 - 7K Soyuz texture, and beautiful screenshots! Thanks to the below for some great screenshots in usage: @EM23
  9. URL: https://SpaceDock.info FAQ What we are working on now: We decided to split Spacedocks Frontend and backend. VITAS is working on the frontend (including UI rewrite) Darklight is working on the backend. VITAS is working on an improved cdn setup
  10. Welcome to Lazarus. What would we find if we look just beyond our line of sight? Coming soon! [Click image] TRAILER ROADMAP https://docs.google.com/document/d/1Gcio4zoCganeWupOl5CfWUquvX93POIsGKJL4FQ6Wpk/edit?usp=sharing
  11. Picture by @Vals_Aerospace Stockalike Angara and Post-Soviet spacecraft for KSP v1.1.0 (26 May 2021) This mod adds the Angara launch vehicle and it associated upper stages to the game. It will eventually include more rockets developed in the Post-Soviet era. It is meant to mesh well with Tantares, Bluedog Design Bureau, and other stockalike mods. Gallery DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP Made by @EStreetRockets Support from B9PS and SAF provided by @blowfish (Un)official wiki maintained by @Friznit Special thanks to @PickledTripod, @CobaltWolf, @Beale, and @DylanSemrau, as well as many others who aided development. I am open to suggestions. Please feel free to (respectfully) let me know about stuff you think would make a good addition to the mod. Make sure check the roadmap before you ask. As of now, the scope of this mod is Russian spacecraft in the Post-Soviet era. Dependencies (included in download, check for latest versions!): B9 Part Switch (2.17.0) Community Resource Pack (1.4.2) Module Manager (4.1.4) Simple Adjustable Fairings (1.12.0) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation. All of the dependencies come included with the mod. The "Eisenhower-Astronautics" folder, as well all dependencies, should appear alongside the "Squad" folder. Recommended Mods: Eisenhower Astronautics comes with support for the following mods: WaterfallFX - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels CryoTanks - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. I recommend you use all of them for a complete experience. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing:
  12. This mod is meant to work in conjunction with real chatter which still works with 1.12.3, and is meant for RSS or you can use it for stock as well Lines will include Custom starship chatter and coms checks (voiced lines) Custom spaceX marbase eva, chatter and coms checks (voiced lines) Lunar eva and coms checks (voiced lines) Various chatter and coms checks (voiced lines) for moons of planets orbital chatter and coms checks (voiced lines) A whole bunch of new beeps, including the spacex com check beeps on the dragon real space x coms checks (non custom) Real nasa chatter and coms checks (non custom) Staticy sounding mars base chatter and coms checks (voiced lines) non staticy mars base chatter and coms checks (voiced lines) orbit chatter and coms checks (voiced lines) space station generic chatter and coms checks (voiced lines) and more!!!! Heres an example of a mars Eva that ive recorded for mars not exactly perfect (far from it) but i will be going over that as I polish the first release up. https://drive.google.com/file/d/1fzYmpLgX1h_dTpG9LOhPozJ7cSBKeRHa/view?usp=sharing also another one, spaceX com check https://drive.google.com/file/d/1Tj-EhRgnog-1aEjZRaqPlkCix48ItezU/view?usp=sharing I am the only one voicing them so far, I have recorded and edited 100+ lines so far, there a various methods of voice acting such as doing different accents, southern, midwestern, etc and I have changed the pitches of the voices along with adding static, communications breakups, etc to make them all diverse and less generic sounding. Future lines and plans will include chatter and coms checks (voiced lines) for all stock planets an moons 500+ lines More voice actors besides me (people that I know) which are in progrees with collaberating with me on onther mods. My release date is planned for less than 2 months away, around the end of june.
  13. Komplexity (KPLX) for Custom Barn Kit by @zer0Kerbal A Custom Barn Kit config addon that increases Kerbal Space Center building levels to ten levels instead of the stock game's four. For Kerbal Space Program. Doesn't add more building models. Preamble Promo Video Cabin Notes Help Wanted How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 2 Dependencies Kerbal Space Program 2 Either Module Manager 3 Module Manager /Ll 3 One of the following: Custom Barn Kit Custom Barn Kit - RO build - should work Supports Strategia jnsq Conflicts Bureaucracy Caveat Emptor: Might conflict or have unintended consequences to combining with SETI-CustomBarnKit - never tested tags plugin, config, custombarnkit *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @sarbian for creating and maintaining the Custom Barn Kit addon! Legal Mumbo Jumbo (License provenance) Original (0) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) All bundled mods are distributed under their own licenses (if any) All art assets (textures, models, animations, sounds) are distributed under their own licenses Track progress issues here - projects here The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎ Buildings
  14. Hooligan Labs Airships NEW GUI provided by JeffersonFlight HL AIRSHIPS RISES FROM HER GRAVE!!! Brought back from the dead by the amazing @dunclaw and @SpannerMonkey(smce) for 1.1.2. I honestly can't thank them enough for bringing her back to life for me and everybody else that loved this mod so much! Updated to 1.9.1 by the WONDERFUL @Angel-125 Download: Spacedock: http://spacedock.info/mod/638/Hooligan%20Labs%20Airships source: https://github.com/dunclaw/HLAirships HL Airships adds several airship parts to the game, allowing you to build and design absurd flying contraptions that would make Willy Wonka proud.
  15. NOTE: the below addons have not been explicitly tested in KSP 1.11, but I'm pretty sure they should work just fine. If you have any issues, let me know! I'm adopting a collection of extensions to kOS that I've found useful and fun: kOS-StockCamera (Adopted from @hvacengi) Allows kOS to control the flight camera and map camera. Documentation: https://github.com/JonnyOThan/KOS-stockcamera#description Download: https://github.com/JonnyOThan/KOS-StockCamera/releases License: GPLv3 kOS-EVA (Adopted from @Ger_space) Allows kOS to control kerbals on EVA. Documentation: https://github.com/JonnyOThan/KOS-eva#kos-eva Download: https://github.com/JonnyOThan/kOS-EVA/releases License: MIT kOS-SCANSat (Adopted from @Ger_space) Allows kOS to interact with SCANSat. Now with anomaly detection! Documentation: https://github.com/JonnyOThan/KOS-scansat#kos-scansat Download: https://github.com/JonnyOThan/kOS-scansat/releases License: MIT kOS-Career (NEW!) Allows kOS to interact with career mode elements like contracts, building upgrades, and the tech tree. Documentation: https://github.com/JonnyOThan/KOS-career#kos-career Download: https://github.com/JonnyOThan/kOS-Career/releases License: GPLv3
  16. Fossil's Mechazilla [1.10.1 +] A mod for Kerbal Space Program that adds the SpaceX Mechazilla catching system. Works in RO and stock. Pictures & Videos: Pictures Video of Launch Video of Landing Upcoming: Roadmap Compatibility: At this time, this mod has only been tested for: - 1.12.2 ✔ - 1.10.1 ✔ Dependencies: - ModuleManager - Kerbal Konstructs (If You Want The KK Static) - B9Partswitch (For Switchable Paneled Variant) Downloads: Github Spacedock How to Install: From Github: - Click the green 'Code' button then 'Download ZIP'. Read the 'README' located just below or the one located in the downloaded ZIP. OR: - Click 'Releases' on the right of the page and download 'MechazillaKSP.zip' on the latest release. Read the 'README' located in the downloaded ZIP. From Spacedock: - Click download and read the 'README' located in the downloaded ZIP. Realism Overhaul: - Place "Fossil Extras" into your GameData with the included "MechazillaRO.cfg" inside. For the KK Static: - Scale by a factor of 0.625. Changelog: LICENSE
  17. Endless expanse: DOT-33 is the first part of an eventual galaxy. The current system (DOT-33) is a binary star system consisting of a yellow dwarf and an orange dwarf, each with their own system. So, will you be able to survive the endless expanse? https://spacedock.info/mod/2936/Endless Expanse: DOT-33 To all of the people who supported me during development, thank you. See you in the full release -TheOrios CC-BY-NC-ND
  18. Everyone at the KSP forums, I have made my first ever mod for KSP. It's the "Equality" rocket mod. It uses a model of the Omnidroid rocket, half cut to make the lower stage in Windows' 3D editing apps and converted for use in Blender and Unity, finally making my own modding dreams a reality. If you can launch spacecraft that heavy, like a 4 ton satellite, you gotta have this addon. It's in Beta, which means the rocket won't appear in KSP, despite it being loaded. The KSP modding community would be happy to make improvements to the rocket, because I included a COLLADA file in the zip to make improvements. The link is here if you want to download it: https://drive.google.com/file/d/1Tay5Jc0EfXXX3WEclRbdwvv-75TVlFdi/view?usp=sharing Hope you have a good time launching heavy satellites with my mod!
  19. This pack provides realistic models of SpaceX's rockets and spacecraft, made for your Stock Kerbal Space Program installation. Crew Dragon Cargo Dragon 2 Starlink Satellite Falcon 9 with parts to make all of its versions: Block 5, Full Thrust, 1.1, 1.0 Falcon Heavy Falcon 1 Interplanetary Transport System [2016 version] ASDS Droneship "Just Read the Instructions" and "Of Course I Still Love You" Landing Zone 1 You will find all flown Merlin versions (M1Ci, M1C, M1CV, M1D, M1DV and its subsequent upgrades), Raptor and Kestrel, 22 different payload fairing textures from real missions, booster and fairing recovery hardware, different textures for the booster, 4 different textures for Crew Dragon and 2 textures for the drone ship ("Of Course I Still Love You" and "Just Read The Instructions") included. Download from Spacedock Realism Overhaul Configs [WIP] by @pmborg Installation Follow the instructions in the included "readme" file. You can choose to install the parts at their real sizes or at a stock-compatible size (2.5m). The following mods are recommended to be installed as well: Textures Unlimited for shiny, metallic looking parts by @Shadowmage Animated Decouplers for retracting Crew Dragon trunk umbilical by @Starwaster RetractableLiftingSurface for a working fairing parafoil by @linuxgurugamer Launch Towers Pack for realistic launch towers by @sciencepanda Note that Module Manager by @sarbian is required to make the rescaled configs and some of the above mentioned mods to work. Changelog Known Issues Media All rights reserved.
  20. I’m surprised this mod hasn’t been created yet (or maybe I haven’t seen it yet), but this would be super cool if it could be made. Include maybe the infinite improbability drive, and maybe the BistroMathematics drive, along with the basic engines/drives. This might be too overpowered for KSP1, so maybe it could be done as a KSP2 mod. Maybe the mod could include a couple other star systems, so that KSP1 could have a good use for these crazy drives.
  21. In development, but fully featured. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.5 - Program Manager and better Media live events. v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  22. Download from GitHub NOTE: Default light settings in KSP only allow for 8 lights due to the added resource loads lights can cause. To increase the number of lights available, go to Settings/Graphics/Pixel Light Count and adjust it according to your system's abilities. ____________________________________________________________________________________________ Compatible with @Li0n's Crew Light License is: a modified Creative Commons Attribution-NonCommercial 4.0 International Public License and view-able in the GitHub plugin directory. Source Idiot Lights! Read about them in this post Slime Lights Non-Idiot Lights And this is a stock aircraft on the runway with several of the lights attached to give a size comparison. So this all came about because I wanted some lights for a truck. After spending days trying to tie into ModuleLight I finally threw my hands up in disgust and wrote my own partmodule. Features: Works with multiple light sources on a single part using animations. GameObjects (lenses) so designated in the config can have their material color changed to match the light color. This happens real-time in the hangar. As you change the light color, the lens color changes. The color changer takes either _Color or _Emissive colors. GameObject (lenses) off colors - The plan is eventually to animate the lens colors to match the light color animation so that they fade in and out. I'm not there yet. Until such time, the lenses turn off and on during blink and remain on otherwise. The off color can be added in the .cfg file. Blinking lights - Most of these lights can be set to blink. On and Off times have a range of 0.1 sec to 10 sec. These are set via sliders in the hangar. Each light's blink time and blink state is set independently and is persistent Preset colors - Some of the lights on other mods I've seen have this cool blue shade rather than the stock yellow. With this plugin, you get 15 (at the moment) preset colors and the ability to add your own by adding to a dat file in the plugin directory. Preset format is: Color name,RGB.Red,RBG.Blue,RGB.Green I.E. Candle,255,147,41 Current color presets include: Candle 40W Tungsten 100W Tungsten Halogen Carbon Arc Warm Fluorescent Standard Fluorescent Cool White Fluorescent Full Spectrum Fluorescent Grow Light Fluorescent Black Light Fluorescent Mercury Vapor Sodium Vapor Metal Halide High Pressure Sodium Want more colors? Here's a website I found that has lots of them with their r,g,b values. Just add your favorites to the presets.dat in the Plugin folder. Future plans (hopes) Animating lens colors via code to match light colors (done) GUI menu to make that searchlight rotate and tilt. (done) Create a disco party truck (done) ProTip: To quickly locate these parts, search for Kerbal Electric in the hangar parts list.
  23. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. Go HERE for E.V.E. for later versions of KSP The mod works on KSP 1.8, and older versions are also available. This thread was a continuation of @rbray89's original EVE thread, please discuss on the REDUX version above. Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu, and they may flicker. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Note that while some outdated information online recommends using the -force-d3d11 option, this is not needed with 64-bit KSP (which you should definitely be using if using EVE), and has been reported to possibly cause memory leaks. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you can find a nice way to make use of the BumpMap config, let me know! If you'd like to donate, be aware that I'm only maintaining the great work of @rbray89, but you can donate from the CurseForge EVE page.
  24. In this brand new mission report (that i am going to complete, hopefully) i am going to narrate the endeavour of the kerbal race to explore and colonize the whole Kerbol System and (maybe) beyond ! Launches, explosion, colonies, bases, probes, anomalies and roleplay, all to explore thanks to the help of mods. I hope you enjoy KspMaster89, director of KNASA
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