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  1. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Tantares (For Kerbal SpaceProgram 1.11.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
  2. Drakenex Deluxe Counterfeits presents In association with Invaderchaos Tantares and BDB now in Colors! Your favorite skin pack for Tantares and BDB is back. Now featuring the amazing work of Invaderchaos. Download at Spacedock BDBNIC GH Dev (expect missing and broken things) TNIC GH Dev (same as above) Join us and experience your favorite launchers in historical and some other amazing skins, like: Atlas SM-65 ICBM Agena Seasat Apollo CSM boiler plates Atlas Bare Metal Parts * Titan in Delta II blue And many more coming soon! *TU required Authors: BDB Skins: @Invaderchaos Tantares Skins: @Drakenex Amazing screenshots by: @Zorg All works and modification permitted by the great and talented @Beale and @CobaltWolf This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. Xingniao Aerospace What is it? Xingniao* Aerospace is a mod intended to introduce parts for the Chinese space program, primarily focusing on launch vehicles, crewed spacecraft, and their space station program, ranging from the earliest satellite launchers of the 1970s to present. Stylistically, it's intended to be a blend of a stockalike and Tantares (which has been a huge inspiration/help with this project in general, go check it out) with a nice "lego-able" design that can be mixed and matched. These parts are being balanced against a 2.5x Kerbol system, so they may be overpowered in a stock-size game! *pronounced "shing-niao" What'll it have? Currently, my plans are to include parts to build: -CZ1/1D -CZ-2, its variants, and the upper stages to convert it to a CZ-3/4 -Shenzhou -Tiangong/Tianzhou -Tianhe and associated laboratory modules What're your standards of accuracy? I'm trying to have these parts capture the feel/essence of the original rockets, while still retaining a stylized quality to help it fit in better with stock parts and those from other mods. Additionally, a somewhat simplified representation of some of these may be somewhat necessary for the sake of unwrapping and texturing in any reasonable amount of time. Another important note on this is that, as someone in the US, there's a degree of difficulty in accessing image references and technical specifications for missile/rocket systems developed in 1970s China. As such, there's a good possibility that artistic liberties will be taken with some parts to fill the gaps in concrete knowledge. That said, if you do have suggestions for improvements and photo references to accompany them, I'd be glad to look into implementing them! Do these parts even exist yet, and what do they look like? Many of them do! Some of them have been put in-game in some fashion or another, and others are still-untextured blender models that're in the process of being worked on, but here are some samples of what I've got! ETA on release? No idea! Progress depends heavily on a lot of factors, like things going on in my outside life, mental health, school, etc. I've been working on this project for about a year or so now and I'm excited to finally be getting to a point where I have something worth sharing on the forums! Let me know what you think of this, if you have any questions/comments, etc.! I'd love to hear! I'll also be posting occasional updates here before moving to a release thread at some point, so feel free to stay tuned!
  4. Asbury Western Stars Industries This mod aims to the Kistler K-1 reusable launch vehicle,as well as other NewSpace spacecraft. It will be balanced like other stockalike mods like BDB and Tantares, for a 2.5x solar system. My future plans for this mod include COTS proposals, Masten Xephyr, t/Space capsules, and XCOR piston rocket engines, as well as proposed K-1 upgrades and development. Development Roadmap: https://trello.com/b/K8hEbLjW/asbury-roadmap 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 NewSpace proposals from about 1995 and afterward.
  5. Hi there! For the longest time, I've had trouble settling on a tech tree to use for my KSP playthroughs. TETRIX, Kiwi, Probes before Crew, and even just the standard Community Tech Tree are all good, but they each had some sort of issue or thing that I just didn't like. After sometime trying to change it for personal use through patching, I've instead decided to just go all the way and create my own custom tech tree, the Skyhawk Science System. Behold! (Hopefully the image displays properly, but if not, the link still works) This tech tree (currently just the layout, no part patches yet) will be based around a combination of the amazing Bluedog Design Bureau, Coatl Aerospace, SOCK, reDIRECT, Nertea's whole suite of mods, and more! It will attempt to create a "somewhat realistic" progression from launching sounding rockets into space to exploring deep space with antimatter torch drives. It won't completely accurately follow real-life, but I'm trying to strike a reasonable balance between the stock-alike "unlock things based on radial size" and the realistic progression of rockets to make sure everything has a reason to be used. I'll continue to update this thread with my progress as time goes on, but for now, feel free to take a look at the current tree plan and let me know what you think! And if you've got any questions about what I'm planning, ask away as well! Alpha Release (NOT PLAYABLE - FOR VIEWING BALANCE ONLY) https://github.com/CessnaSkyhawk/SkyhawkScienceSystem/releases/tag/alpha
  6. Picture by @Vals_Aerospace Eisenhower Astronautics Stockalike Angara and Post-Soviet spacecraft for KSP 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 - Used for fuel switching and for mesh and texture switching. Community Resource Pack - Hydrogen and methane resources. Module Manager - Used for internal patching and adjustments. Simple Adjustable Fairings - used for hard fairings. DeployableEngines - provides small modules for engines. 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. Compatability Eisenhower Astronautics comes with support for the following mods: WaterfallFX CryoTanks 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. I only want one thing, not the whole mod, can I prune it? Yes, when placed inside the Eisenhower-Astronautics folder, within the parts subfolder, delete the folder for part family you don't want. This will remove that part family without breaking other parts of the mod. For finer pruning, you can use mods like Janitor's Closet remove parts from within the game. Licensing:
  7. 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
  8. After successfully showing the KSP community my recreations of the Pegasus rocket from "Captain Earth", it's time for a mod for KSP! My own proposal is as follows: Hybrid Rockomax/Kebodyne tank with integrated adapter Large H-II-based upper stage (with minor modifications) Pegasus SRBs And finally, the aerodynamic boosters themselves. These are only fuel tanks for KSP (except for the SRBs) and require you to add 3 "Vector" engines on the core stage, 2 "Vector" engines for the aerodynamic boosters, and 1 "Skiff" engine (from the expansion pack) to make the mod work. BTW, if modders have seen episodes of Captain Earth, you must create a recreation of the Pegasus rocket as it looked in the anime. I hope everyone will get to recreate this rocket in KSP!
  9. 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.
  10. Picture by @EM23 Rocket Motor Menagerie 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
  11. Hello! I am currently trying to make my own mod for KSP, allready done the modeling, texturing and all the stuff. I imported the blender file into Unity and succeed to have the main texture and the normal map imported. But I do not succeed to import a roughness/smoothness map and a metallic map. I read that I have to make a RGBA file with the metalic in R, normal in G and smooth in A. If it is that, how can I do so? Thanks in advance!
  12. kOS Scriptable Autopilot System v1.3.1.0 for KSP 1.10.1 and KSP 1.11.x (This is a continuation of the old thread about the kOS mod: ( 1.2.2 kOS scriptable autopilot system ).) kOS (Kerbal Operating System) is an autopilot you script yourself. kOS is to programming, what Kerbal Space Program itself is to rocket science. You don’t have to know what you’re doing to get started, but you may find yourself learning a lot by accident as you play with it. And if you already know a lot about programming, it will still be able to hold your interest. kOS is meant to scale with the skill level of the user. You can start off doing very small simple things with it, and get more and more into using its features as you go. Example: print "Launching". lock steering to heading(90,80). lock throttle to 1. stage. wait until altitude > 5000. lock steering to heading(90,60). wait until altitude > 15000. lock steering to heading(90,45). wait until altitude > 25000. lock steering to heading(90,30). until apoapsis > 80000 { print "apoapsis is " + round(apoapsis,0). wait 0. } lock throttle to 0. // ..etc... What it does kOS introduces a few new parts that each contain a simulated computer capable of running programs written in its own scripting langauge called kerboscript. The computer has powerful smarts built in to the hardware that allow it to do complex spacecraft operations in one command, thus making it possible to make complex programs with only a few lines of script text. The intent of kOS is to be a fully in-game item that lives inside the Kerbal’s universe. The program isn’t running on your own gaming computer, but rather it’s being run in a virtual machine that is simulated in the underlying Unity engine. History kOS was originally begun as a mod by a single author, Kevin Laity aka Nivekk. Although the project has undergone massive changes since then and now has a very different underlying archetecture and is under active development by a different set of people, none of that would have been possible without his original vision and work. Changelog Source Downloading: From Curse From SpaceDock Direct from the GitHub Project
  13. 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.
  14. Download on SpaceDock or Github or Curseforge. Also available on CKAN. SimpleConstruction! (SC!) This mod aims to provide simple craft building capability in flight mode to stock parts. adopted for curation by @zer0Kerbal from @EricWi from @RealGecko Originally created by MatterBeam Description After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, @MatterBeam had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the game play without a learning curve Documentation: remember - this is the FULL manual and not written for SimpleConstruction! Extraplanetary Launchpads Manual Kottabo Talks SimpleConstruction! Simple Step-By-Step: Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager 1 Community Resource Pack Recommends KerbalStats B9 Stock Patches B9PartSwitcher or Interstellar Fuel Switch Core Not So SimpleConstructon! Suggests (mods that benefit SimpleConstruction!) TweakScale Toolbar Mining Expansion Kerbal Inventory System Kerbal Attachment System Infernal Robotics - Next Alternative Resource Panel(ARP) Olympic's ARP Icons (ARPI) Suggests (other fun mods by zed'K): B9 Stock Patches (B9S) KGEx On Demand Fuel Cells (ODFC) Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! Supports B9 Stock Patches Kerbal Change Log Kethane/KethanePlus Extraplanetary Launchpads - No More Production Conflicts ExtraPlanatary Launchpads Possible Conflicts MKS maybe? red box below is a link to forum post on how to get support Special Thanks: @RealGecko, @Ericwi, @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod. License aka Legal Mumbo Jumbo License: Source: GitHub Disclaimers: This mod contains @taniwha 's Launchpad.dll and textures from his Extraplanetary Launchpads. *** All bundled mods are distributed under their own licenses*** *** All art assets (textures, models, animations) are distributed under their own licenses*** Original Author: @MatterBeam Maintainer(s): @RealGecko - @EricWI Thread Download Source: GitHub License: 2 v4.0.2.4 original: 11 Aug 2018 zed'K | updated: 2020 Mar 27 zed'K Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date “Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date”↩ changed to MIT before my time. “changed to MIT before my time.”
  15. 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. The mod works on KSP 1.8, and older versions are also available. This thread is a continuation of @rbray89's original EVE thread, so that we can continue updates and discussions. 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.
  16. 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 > Transformation into KERBOL (just adding sunflare) 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
  17. Among Us in KSP V2.0 This is a small little project that just adds an Among Us Red Character into the game. Install by copying the quest_assets folder into your KSP GameData folder. -This is my first mod ever so its contents may not look good or function properly. Please report issues on its GitHub page. -This is a joke mod. It only adds this Among Us Character to the game and nothing else. Enjoy. Short Mini cinematic by The KSP Maniac (Recorded in V1.0) DOWNLOAD LINKS! SPACEDOCK GitHub Source Code Also available on CKAN MIT License DEPENDENCIES -No dependencies
  18. Download on Curseforge or Github or SpaceDock. Also available on CKAN. Join the Github Discussion! Komplexity (KPLX) for Custom Barn Kit by @zer0Kerbal KSC building levels increased to ten levels instead of the stock four Preamble Installation Directions: Use CKAN 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 Custom Barn Kit Recommends Kerbal Changelog Strategia Suggests On Demand Fuel Cells {ODFC)} Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Stork Delivery System (SDS) Biomatic B9 Stock Switches (BSS) DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleConstructon! Not So SimpleConstructon! SimpleLife! MoarKerbals KaboOom! Supports Kerbal Changelog Conflicts SETI-CustomBarnKit Custom Barn Kit - RO build red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: Original Author: @zer0Kerbal Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v0.9.0.0 original: 01 Oct 2010 zed'K | updated: 10 May 2021 zed'K
  19. This is my new RO mod for the Neutron Rocket. This is my first "fully functional" (WIP) mod. This is the download link: https://github.com/Suyash-Jevaria/Neutron_Rocket There aren't any images cause I got kinda lazy lol
  20. 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.
  21. So this is a mod by u/Rattraps123 from reddit He was trying to finish this when he was not able to load it on ksp 1.11 so the download will not be provided and the provided ones are the broken version, so I asked him to take over his mod I am consulting linuxgurugamer for help, but the reddit discussion thread
  22. Picture by @Zarbon44 Ziegler Launch SystemStockalike Astra Rocket 3.x A Small Collaboration Between @Beale and @EStreetRockets This mod adds the Astra Rocket 3.x to the game in a stockalike style. It is meant to mesh well with Luciole, Bluedog Design Bureau, and other stockalike mods. Gallery DOWNLOADS Spacedock Github Bug Reports Support for SAF provided by @blowfish Dependencies (included in download, check for latest versions!): Simple Adjustable Fairings - used for hard fairings. DeployableEngines - provides small modules for engines. 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 "EStreet_Rocket3x" folder, as well all dependencies, should appear alongside the "Squad" folder. Compatability Ziegler Launch System comes with support for WaterfallFX. You use it for a complete experience and better engine plumes. 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. Licensing:
  23. Hello everyone, i don't like squads idea of batteries. The parts in the game called "batteries" actually behave like capacitors: unlimited re-/charge rates, and low EC storage capacity. My idea of a new mod: increase the available EC-storage per mass, and to keep the balance: a) limit the "fuel" flow rate (if that is possible) or b) convert EC to another type of "fuel" and thus enable some sort of re-/charge rate. I present: Real Battery Imgur album: http://imgur.com/gallery/mb01Z With this mod you get a realistic battery behavior: Charge and discharge rates are limited (dependent on battery tech ie. Lead_Acid or Li_Ion...) and is displayed in the right click menu Charge rate degrades, if the battery comes close to full charge or becomes too hot/cold (see wiki for detailed behaviour); Heat behaviour is customizeable in the cfg file EC range of operation is configurable in RealBattery_mm.cfg file; What this means: Discharge RealBattery until EC is at xx% level, and recharge until EC reaches yy% level. defaults are 10% and 90%. Much higher EC per mass ratio than stock "batteries" Stock batteries are currently cloned and enhanced with the new behavior RealBattery uses Stored Charge (1SC = 3600EC) Fits perfectly in the realism suite of RO, RSS or RP-0. Compatible with Ven's stock revamp mod altering battery models Support for @Nertea's DynamicBatteryStorage DOWNLOAD https://github.com/blackliner/RealBattery/releases and CKAN SOURCE https://github.com/blackliner/RealBattery WIKI https://github.com/blackliner/RealBattery/wiki Required Addons: Community resource pack (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/83007-12-community-resource-pack-060-new-resources/ Module Manager (not provided) http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-273-november-4th-better-late-than-never/ Todo: Balancing (done some with v1.1.5) Single use batteries (currently lead acid) DONE with v1.1.4 a nice model(currently using stock battery models) charging behavior dependend on soc DONE with v1.1.0 different classes of battery DONE: Li ION with 1.1.2 1.2 upgrade system (lead acid -> li ion -> future...) stock heat system (fast initial discharge, slowdown when getting too hot/cold) DONE with v1.1.1 load balancing algorithm DONE with v1.1.3 License: MIT
  24. Baha EPL Redrilled BahamutoD's Drills & Parts for Extraplanetary Launchpads. The is an updated version of @BahamutoD 's original Baha EPL mod. The drills are compatible with stock and now animate and behave like stock drills. I'll be maintaining from now on, or until BahamutoD returns. You can Download it from SpaceDock Here! Albums: Change Log: Version 1.3.02 [KSP v1.5.1] - Fixed attach node direction for 3D Printer and Compact launchpad. - Removed crew compartment in launch pad and added probe core. - Cleanup of launch pad config. Version 1.3.01 [KSP v1.5.1] -Updated dependencies -Included Module Manager Version 1.3 [KSP v1.3.1] -Full update to KSP v.1.3.1 Version 1.2 [KSP v0.23] -Added expandable containers -Added Launchpad -Added 3D rocket parts printer BahamutoD's original thread as of (3/2/14), also posted below: These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: bdanimSource0.1.zip Download: EL Drills and Parts v1.2 Download =========================== [Legacy Imgur Album Code Omitted] ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  25. About: I wanted to create a skybox for another eye-candy oriented game: I had fun creating one with Space Engine, so I decided to make a few more. This is the result. You need Texture Replacer! DOWNLOADS: NGC 3115 Central Black Hole Album with more images You very rarely see black holes in skyboxes. I decided to give this massive one a shot. This is a real place in the universe: In this skybox, you orbit a star near the Central Black Hole of the galaxy NGC 3115. You can visit it in Space Engine by pressing F3 and searching for the 'Spindle Central Black Hole'. SpaceDock Download Between the Stars This one emphasizes the vast amount of space between the galaxies (Milky Way + Magellanic Clouds). This is a real place in the universe: In this skybox, you orbit a lonely star which ended up in the vast emptiness of space near the Milky Way galaxy. You can visit this place in Space Engine SpaceDock Download SN 1006 Nebula (3 Versions!) Unedited: SpaceDock Download Light: SpaceDock Download Dark: SpaceDock Download As colourful isn't everyone's taste, I included the unedited file and a darker one. This is a real place in the universe: In this skybox, you orbit a star in the SN 1006 nebula (the remnants of a supernova inside the Milky Way galaxy). You can visit this place in Space Engine by pressing F3 and searching for SN 1006. SpaceDock Download Large Magellanic Cloud More pictures: This is a nebula inside the Large Magellanic Cloud. (A nebula inside a big nebula, and you can even see the Milky Way from up here!) This is a real place in the universe: In this skybox, you orbit a star in a nebula inside the Large Magellanic Cloud. You can visit this place in Space Engine Also, this one's a bit rushed. Tell me if something's wrong and needs to be changed. SpaceDock Download Red Spider More Pictures Another great skybox! No spider was harmed in the making of this skybox Spacedock Download More Skyboxes Coming Soon I'm waiting for Space Engine to update to version They are experimenting with volumetric-based nebulas (SO MUCH IMPROVEMENT ) and you can even edit and create your own nebulas!!! In the meantime, I also found out about Spacescape. Now I just need to learn how to use it. You can donate me to buy me coffee so I work faster. (But I unfortunately still have to wait for Space Engine to update) License All Rights Reserved.
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