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  1. 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!
  2. 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
  3. 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 - GitHub (Earth Orbit Spacecraft) TantaresLV - GitHub (Launch Vehicles and Upper Stages) 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) Roger's Methalox patch. 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
  4. This mod reimplements the old parts. For all your Nostalgic needs! The mod used to use multiple configs, but now it simply combines all the parts into one folder and restores the old versions of every removed or modified part. Currently parts from 0.13.3 are restored, and everything nerfed/changed in 1.3, 1.4, 1.5, 1.6, and 1.7 has a classic version too! Version 0.7.3 and below of the mod have two configs, one reimplements the old parts from 0.13.3, with some minor balance changes, and the other reimplements the 1.3.1 parts which were replaced, modified, nerfed or removed in 1.4. To install, just choose which config you want, and extract that config's .zip file into your GameData directory. Version 0.9.0, "The Great Reorganization", has just come out, and has improved the way the parts are stored, named, and sorted, and everything has Tech Tree integration now. Many parts have even been moved into a different category too, matching their modern equivalents better. Unfortunately, some parts (the plane cockpits) have temporarily been removed, until I can post the massive 0.10 update, which is going to include every Classic part between 0.17 and 1.1, along with a bugfix patch, which will take a couple of days. If you really need these parts, stick to 0.8.2 as it is still fully functional in 1.7, although it won't include Classic editions of the 1.7 parts. 0.9.1 has come out now, and fixes some bugs, but the massive 0.10 update isn't out yet. When this next update is done, my mod is going to fully supersede Kerbal Historical Institute, as I'll be able to reimplement every part from that long-abandoned mod. Although I have acquired a version of 0.17, after nearly 5 years, which is what is going to allow me to add so many parts next update, I still need to acquire 0.16, 0.15, and 0.14 to complete my classic KSP version collection. If anyone has these versions, or knows where I can acquire them, please message me either on the forums, @TriggeredSnake, or on reddit at /u/TriggeredSnake, as you will be a great help to both OldPartsRedux and my personal collection. Anyone who finds me an old version will get their name in included into OldPartsRedux somewhere to credit them. (if they want.) Known Bugs: There's an issue with the Classic RCS thrusters, they fire way too much exhaust and in the opposite direction. This issue has persisted since some very early versions of OldPartsRedux, and I'm still not entirely sure how to fix it, but I think I can manage it now. Not every part is in the correct tech-tree location or editor category yet. Most of these bugs will be fixed in a patch tomorrow. The reason for the abnormal amount is the complete recode, much like when KSP was rewritten and ported to Unity 5, a rewrite brings loads of new bugs. EDIT: Should now be compatible with AVC! Download on Spacedock. EDIT EDIT: Proof for reddit
  5. v1.1.0 (10 June 2022) Full Screenshot Gallery Currently the mod adds 12 different engines. You can read about the engines in the Wiki. You will notice that they run on a variety of fuels. These fuels provide advantages and disadvantages compared to stock Liquid Fuel and Oxidizer, having different efficiencies, thrust ranges and storage volumes. You can check out my roadmap of engines that potentially could be added. DOWNLOADS Spacedock Github Wiki Bug Reports Dependencies (included in download, check for latest versions!): ModuleManager (4.1.4) B9PartSwitch (2.17.0) Community Resource Pack (1.4.2) DeployableEngines (1.3.0) Installation: Merge the GameData folder in the release .ZIP with the GameData folder in your KSP installation, by placing the GameData folder in to the 'Kerbal Space Program' folder. All of the dependencies come included with the mod. The "RocketMotorMenagerie" folder, as well all dependencies, should appear alongside the "Squad" folder within 'Kerbal Space Program/GameData'. To install the Extras, place any or all of the subfolders within 'Extras' into 'Kerbal Space Program/GameData'. Recommended Mods: The following mods are strongly recommended for an enhanced gameplay experience: CryoTanks (1.6.0) - This provides a set of patches provide fuel-switching features for the most basic LF/O tanks as well as orbital fuel tanks specially designed to contain cryogenic fuels Waterfall (0.6.3) - A cool way to create and drive engine effects more effectively. If you want cool engine plumes, get this mod. Frequently Asked Questions How are the parts balanced? Parts are balanced against stock KSP parts, which means the launch vehicles might seem overpowered. The parts are best suited for a 2.5x~ system rescale or JNSQ. Will you add feature/part xxx? I certainly accept pull requests. Please target all such things to the dev branch though! Or, you can make a constructive suggestion on the forum thread. Please check the roadmap above before asking. Licensing
  6. Welcome to Lazarus: Awakenings. A whole new stellar neighborhood with a dark secret. Almost Here!
  7. 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
  8. i am getting the error where kopernicus is not able to load the custom planetary system, I have a pretty large modpack: https://pastebin.com/2N3baULb KSP.log: https://file.io/JtuQuDPDXrW9 ModuleManager.ConfigCache: https://file.io/j1szrlQVKlhY
  9. Hello, i was wondering if any of you guys have found a replacement for EVA fuel that works with KSP 1.12? Thanks for the help!
  10. Here is the spacedock link for anyone wanting to try it out: https://spacedock.info/mod/3108/LudicrousParts The source code: https://github.com/HyperFunOriginal/LudicrousPartsMod Not much else to say other than, enjoy!
  11. I was looking for archives of old mods for old KSP, and i found this website: Kerbal Space Yard Package List (kspyard.com) If you want an old version to play for these mods, look for a forum about archiving old versions of the game. If you were nostalgic for these mods and wanted to use these again, thank me!
  12. Image by v1.0.0-beta-3 (29 September 2021) Stockalike Kistler K-1 for KSP This mod adds the Kistler K-1 reusable launch vehicle to KSP. It is balanced like other stockalike mods such as BDB and Tantares, for a ~2.5x solar system. In the future I hope to add more NewSpace and similar unflown concepts! DOWNLOADS Spacedock Github DEVELOPMENT BUG REPORTS WIKI ROADMAP 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) Simple Adjustable Fairings (1.12.0) This mod also requires the Breaking Ground DLC. 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 "Asbury" 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:
  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. reCOLOR Download Github Spacedock (soon) (maybe) What if this mod? reCOLOR is a mod that adds retextures for the SLS and Space Shuttle External Tank textures to make them either look colorful, realistic, or match concept designs such as SLS with Saturn V styled painting The main textures Delta Blue External tank and SLS parts Multiple Flag textures Purple ET and SLS parts An Improved White for both SLS and ET Saturn styled SLS textures Pride textures for SLS and External Tank Green, Red, and Yellow External Tank Textures Dependencies reDIRECT by @benjee10 Module Manager Highly suggested additions SOCKrepainted by @Arthurism for more shuttle textures Shuttle Payload Delivery Systems by @MATVEICH_YT Additional info Thank you so much to @benjee10 for giving us permission to both me and Arthurism for SOCK/reDIRECT retexture mods. It's a very special thing to be able to do and one of my first tries at modding, so I'm glad it went well Thank you to @MATVEICH_YT For letting me do stuff for reCOLOR as well. He's the one who started the mod and I'm inspired by him a lot for it, which was how I even started doing anything related to ksp modding Thank you to @Talverd and @lemon cup who have been massive inspirations for all my shuttle related endeavors weather modding the game or just making something cool in game. And thanks to @Arthurism, @Invaderchaos, and @AmateurAstronaut1969 for being incredably helpfull and supporting in this task in both reCOLOR and SOCKrepainted
  15. Hello! I'm Watermel00n and I have been working on this tech tree mod for about 4 months now. PRERELEASE Needs Module Manager GOALS: 1. Have a more customizable tech tree. This includes adding more nodes. 2. Having a unkerballed start and planes before space tech tree. 3. Adding new fuels, adding new depth to the game 4. QOL patches 5. Making monopropellant more used. Compatibility Dependencies will be added! MOTTO: "This makes sense"
  16. Ultraman Tiga Vehicle Made by garyhoover Launched by Kerwis download link(github ):https://github.com/gary9973/GUTS/releases download link(spacedock ):https://spacedock.info/mod/2527/KSP GUTS Early demo video on bilibili,https: //www.bilibili.com/video/BV19D4y1U7ta Early demo video on youtube, Early demo video on youtube, Note: The weapon part of this mod requires the use of BD Armory as the main weapon Support languages: Chinese, English, Japanese This mod is currently under development and there will be some bugs. If you find a bug, you can leave a message (please use your native language), or join the group to exchange qq: 983276592. : Garghoover, making this mod is entirely out of childhood memories, I believe many people like me dream of flying these planes into the sky. enjoy it. Constantly updated. . . license:
  17. Hello everyone! I made a little mod for KSP (my first one ever), a smaller airbrake for smaller crafts, I made it because I wanted a smaller airbrake and I thought that other people might want it as well. It is half the size of the stock airbrake (see picture). Download on Spacedock: https://spacedock.info/mod/3079/A.I.R.B.R.A.K.E.S (M.I.N.I) (no dependencies, it is just a edited config file) License: MIT
  18. Komplexity (KPLX) for Custom Barn Kit by @zer0Kerbal and brought to you by KerbSimpleCo A Custom Barn Kit config addon that increases Kerbal Space Center buildings to ten levels instead of the stock game's four. For Kerbal Space Program. Doesn't add more building models. Preamble See More For more information, see the KSC building's wiki pages 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 Promo Video Cabin Notes Help Wanted Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Either 3 Module Manager Module Manager /L One of the following: Custom Barn Kit Custom Barn Kit - RO build Supports jnsq JX2 Antenna (JX2) Outer Planets Mod (OPM) Real Solar System (RSS) Realism Overhaul (RO) Strategia Conflicts Bureaucracy Caveat Emptor: Might conflict or have unintended consequences to combining with SETI-CustomBarnKit - never tested Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) tags config, custombarnkit, flags, career 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! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  19. I was wondering if there were other launch sites compatible with KSRSS or a pack like with RSS.
  20. I'm working on a mod that will add a new Solar System, and I wanted to tell each planet's story in a fun, humorous way through Science reports. How do I implement custom EVA descriptions instead of using the Stock ones? I can't seem to find any info on it
  21. Picture by @Zarbon44 Stockalike Astra Rocket 3.x v1.1.1 (26 May 2021) 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:
  22. Hooligan Labs Airships 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 Code now updated to KSP 1.12.3 by @Lisias Download: Spacedock: https://spacedock.info/mod/3040/HL Airships Core Source: https://github.com/net-lisias-ksp/HLAirshipsCore/releases HL Airships adds several airship parts to the game, allowing you to build and design absurd flying contraptions that would make Willy Wonka proud.
  23. [KSP 1.8.1-1.11.X] (V0.4.1) Interstellar Technologies [Antimatter Catalyzed Fusion Engine Powered Interstellar Spacecraft - Kepler] An Interstellar Propulsion System mod, made by Kepler- At long last, after months of hard work practicing modeling, and after finally unlocking the secrets to textures, The mod is finally released. This parts pack will be used to expand from the mod Kerbal Space Program Interstellar Extended. Those parts are extremely imbalanced with going around the stock system. The engines are made off the base of the KSPI-E engines' statistics, [DEPENDENCIES] All of the required mods for Interstellar Technologies to function properly is now in the main mod folder. Note that the KSPI-E folder is stripped of some of it's parts, due to complaints of complexity of KSPI-E. [RECOMMENDATIONS] Those are recommendations to download to play with the mod. They are NOT required. - Far Future Technologies - TUFX - MEV Heavy Industries - Galaxies Unbound - A Stellar Odyssey - Interstellar Extended (The whole pack in order to get all the parts) - Near Future Mods by Nertea - Singularity (For Galaxies Unbound) The parts pack will be updated quickly, releases will be *quick*. I will be available in the KSPI-E discord server and the Galaxies Unbound discord server, please @ Kepler (No spacing) to make suggestions for future changes. Special thanks to @Cyne for helping me with learning to texture models. [Some of the Parts include...] - Daedalus Inertial Confinement Fusion Drive (v.0.1.0) - Antimatter Catalyzed Fusion Drive (v.0.1.0) - Kugelblitz Drive (Black hole drive) (v.0.1.0) - Laser Core Antimatter Drive (v0.1.0) - Multi Mode Interstellar Afterburning fusion drive (v0.1.1) - Multi Mode SSTO Fusion Engine (v0.1.6) - TRIGA Core Static/Pulsed Trimodal Nuclear Thermal Rocket (0.1.7) - "Coaxial" SSTO Fusion Engine (0.1.7) And so much more as the mod updates! [SCREENSHOTS] [DOWNLOAD] Primary (SpaceDock): https://spacedock.info/mod/2674/Interstellar Technologies - A KSPI-E Expansion For Additional Bugfixes and all (Probably mostly for science mode and that) please contact me through Discord through the KSPI-E or the GU discord server. The mod uses the CC BY-NC-SA License.
  24. 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
  25. 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.
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