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  1. Improved Tree Engine Placement // v1.4.0 License: CC BY-NC 4.0 The scope of this mod is to improve the order in which you unlock engines in the community tech tree. It does this by splitting the rocketry line into a lifter line and an efficient propulsion line, into which go booster engines and vacuum-optimized engines respectively. Nuclear and fusion propulsion lines are shifted up a row. Inspiration has come from the recently released BetterEarlyTree mod, which I quite enjoyed, as well as Unkerballed Start, where I liked the separation of rocketry lines. The logic behind the ordering is that you unlock engines following their diameter, i.e. you get 1.25m ones before 1.875 and so on. That logic fails though as you get into mods that add very similar engines, taking the mainsail and the mastodon as an example. Therefore, they have been ordered following a rough comparison in deltav and thrust. As of v1.4, most of the 0.625m parts have been moved around for a more sensible progression, since they always felt in the wrong place, and would suffer from underuse. However I am still unsure of the exact ordering that should be kept. No pics no clicks, so here we go: Since this is my first official mod, feedback is very welcome, especially on my module manager patches, but also on general balance or further mod implementation. Notes: The icons are based on the Terrier, the Harrier and Tharsis engines, the latter two being from cryogenic engines. Supported: Stock ReStock+ CryoEngines Near Future Launch Vehicles Near Future Spacecraft Dependencies: (not bundled) Community Tech Tree Module Manager Optional (recommended): Better Early Tree Dowload: SpaceDock GitHub
  2. 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!
  3. Hi I know its a Big ask, but is there any mod developers Interested in Making some Larger Landing Legs? I Know there is Mods Like KRE, but the landing legs on that are Designed for Boosters, and don't work as Well for landers. I Have Four Or Five Types of Legs in Mind: - Medium Legs based off the Martians Ares Landers ( there is a mod with these, but I was talking to the Dev about them not Folding away Enough to Reasonably Put in a Fairing ) - Medium/Large Legs Based Off the National Teams ILV - Small/Medium Legs Based off The LM Descent Stage - Possibly a Set of Landing Legs That Extend out of a Heatshield (Not like The Dragon Concept, like the NASA Space Exploration Initiative Lander from 1989) in Multiple Sizes. - Large Base Legs for Building Surface Bases, Preferably Something Big Enough To Extend Below Nertea's Stockalike Station Parts Inflatable Habitats. I Know its a Large Request, But if anyone would be interested in doing this, I would Appreciate it a whole lot! Also, If anyone knows any good mods that Add Similar Legs, or Others Like it, Please let me Know! Thanks Again
  4. Hey everyone, I was wondering if anyone knows of a ksp mod that allows you to control your kerbal inside a spacecraft, so you can move them around the whole vessel and maybe even have added modules like a fitness center or a mess hall? Im thinking of building a tourist space station in low mun orbit, and it would be really nice to have a mod like this.
  5. I’ve searched for a radial or wraparound heat shields mod to no avail. Trying to make a space shuttle or starship with heat shields is basically impossible. Is there a mod for this?
  6. 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:
  7. Planes With Purposes v1.5 Hello! This is my first mod, Planes with Purposes. The purpose of this mod is to make Aircraft useful. Big thanks to @inigma for making the mod that inspired this one! His mod: Link to GAP The mod is by no means finished or bug free, so please report any bugs encountered in the comments of this forum page, the Github issues thingy or my discord (Tudor#8762) Known bugs: There are no bugs because I'm the best (Anyone that says otherwise will be given an internship at the experimental rocket testing program) _______________________________________________________________________________________________________________________________________________________________ To do: Fix bugs Add rescue contracts Add more distance/flight time contracts Add KSC Airlines (transport passengers) _______________________________________________________________________________________________________________________________________________________________ Changelog: v1.0 Mod Released ---------------------------------------------------- v1.1 Fixed Bugs ---------------------------------------------------- v1.2 Added 1 stunt contract Added 2 flight duration contracts ---------------------------------------------------- v1.3 MADE SSTO CONTRACTS WORK!!!!!! Also added 2 sunt contracts ---------------------------------------------------- v1.4 Added more SSTO contracts ---------------------------------------------------- v1.5 Added Mach 9 Kontract Fixed bugs _______________________________________________________________________________________________________________________________________________________________ Dependencies: Module Manager ContractConfigurator _____________________________________________________________________________________________________________________________________________________________ You can download the mod on: SpaceDock CurseForge GitHub CKAN: (I don't think I can link to that, but you can find it by searching for PWP or Planes With Purposes)
  8. So I installed KSC Extended, and it worked. Mostly. I've noticed things disappearing from the different launch sites. From the launchsites TCS05 to TCS19 there is meant to be a runway. Yet there isn't. I need help, it just is gone. Is it something related to my terrain settings? I've tried restarting the game. Any help appreciated!
  9. Has anyone tried to do a mod for KSP featuring a rocket from one of the saddest episodes in Courage the Cowardly Dog, "Remembrance of Courage Past"?
  10. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? Can I create a brand new part, use an already used mesh, and just add that it is electric and has that thrust? So I am trying to make a series of power sucking electric engines that need an MPS nuclear power system and cooling to operate, and in Lynx I found the perfect candidate. So I copied the rear_hover and hover cfg from the Lynx parts that are part of a rover mod into a new folder as new titled parts. Near the middle is "max thrust" and "thrust speed" and when I attempt to change the value to be higher; it will not reflect in game. I can change the scale to 0.25 as I wanted, can change the electric charge used, heat generated, (which is much higher so it requires cooling for balance) even the description; but the thrust will not change. There is no min thrust anywhere. Also in the cfg files the thrust says 80, but in game it is 100? And on the second engine it says 130\\80. Is a patch overriding these values somewhere?? Where can I actually change the value of thrust and have it reflected in game for the custom part? I want to combine the power usage and thrust of several of these electric engines so I can make an electric lifter/super sonic jet engine with a reduced part count as I put 40 of these in a fuselage and got it to mach 4.19; now i want to add the power of 20-40 into one. Can't I "weld" them together or something? I'd prefer it to be a new part based on the hover engine mesh, allows tilt or rotor deployment (rotor deployment is muuuuch lower and seems to work well for angling the engine.) that allows for a different challenge like power consumption, power storage, and high speed supersonic heat reduction using multiple forms of cooling and secondary power systems. I want this to require nuclear power to run from the power draw for balance. I figure I can do this by just increasing the power requirements enough to need nuclear power. If anyone can point me just in the right direction with the right place to look it would allow me to start building the mod for 1.3.1 KSP and up as I want a unique challenge here. Below is the code for the Lynx Hover Engine and then the new part copied and edited as Sonic Engine 1: This is the Original Hover Engine File for the Lynx: "PART { //The hover engine for the Lynx Rover of the Feline Utility Rover series //---Metadata--- name = Lynx_Hoverengine module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 1 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = #LOC_FUR.hoverengine.title manufacturer = #LOC_FUR.manufacturer description = #LOC_FUR.hoverengine.description vesselType = Rover subcategory = 0 //---Physical--- mass = 0.01 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = #LOC_FUR.hoverengine.tags //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase maxThrust = 80 thrustSpeed = 1 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 7 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }" This is the one i built that does not reflect the thrust change in game: "PART { //The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. //---Metadata--- name = Sonic Electric Engine 1 module = Part author = Nils277 //---Visual--- MODEL { model = KerbetrotterLtd/FelineUtilityRover/Assets/Parts/HoverEngine } rescaleFactor = 0.25 //---Nodes and Attachment--- attachRules = 1,1,0,0,1 node_stack_front = 0, 0, 0, 1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 CoMOffset = -0.8, 0, 0 //---Costs & Tech--- TechRequired = landing entryCost = 15000 cost = 8000 //---Descriptions--- category = Engine title = Sonic Electric Engine 1 manufacturer = FSEJE description = The Improved hover engine made for sub-sonic and super sonic jats that run of nulcear power. vesselType = Rover subcategory = 0 //---Physical--- mass = 0.001 crashTolerance = 20 maxTemp = 1200 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = srf //---Drag--- dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 //---General--- tags = Sonic //---Effects--- EFFECTS { running { AUDIO { channel = Ship clip = KerbetrotterLtd/FelineUtilityRover/Sounds/sound_hoverengine volume = 0 0.07 0 0 volume = 0.05 0.6 0.7 0.7 volume = 1 1 0.4 0 pitch = 0.0 1.0 pitch = 1.0 1.2 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbetrotterLtd/FelineUtilityRover/FX/fx_impeller transformName = EffectTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 speed = 0 0 0 18.65 speed = 0.05 0.4 0.75 0.75 speed = 0.5 0.7 0.52 0.52 speed = 1 1 0.52 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } //---Control Modules--- MODULE { name = ModuleKerbetrotterEngine thrustVectorTransformName = ThrustTransform heightTransformName = RotorCase minThrust = 80 maxThrust = 1200 thrustSpeed = 10 engineType = Turbine maxHoverHeight = 4 minHoverHeight = 0.4 allowHover = true PID-PROFILE { planet = Kerbin values = 1.5, 2.0, 1.0 isDefault = true } PID-PROFILE { planet = Duna values = 3.0, 1.0, 1.0 } PID-PROFILE { planet = Laythe values = 1.5, 2.0, 1.0 } PID-PROFILE { planet = Eve values = 0.5, 1.5, 1.0 } MODE { name = Electrical engineType = Electric needsAtmosphere = true flameoutThreshold = 0.1 PROPELLANT { name = ElectricCharge ratio = 500 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } MODE { name = Air Breathing engineType = Turbine needsAtmosphere = true needsOxygen = true flameoutThreshold = 0.01 PROPELLANT { name = LiquidFuel ratio = 0.135 //Equal to an ISP of ~12000 } consumptionCurve { key = 0 0 0 0 key = 0.5 0.35 1.2 1.2 key = 1 1 1.7 } velocityCurve { key = 0 1 0 0 key = 90 0.75 -0.009 -0.009 key = 180 0.1 0 0 } atmosphereThrustCurve { key = 0 0 0 8.5 key = 0.01 0.1 5 5 key = 0.04 0.2 2.5 2.5 key = 0.16 0.4 1.25 1.25 key = 0.36 0.6 0.83333 0.83333 key = 0.64 0.8 0.625 0.625 key = 1 1 0.5 0.5 key = 4 2 0.25 0.25 key = 9 3 0.125 0.125 } } } MODULE { name = ModuleKerbetrotterEngineControl thrustTransformName = ThrustTransform referenceTransformName = ReferenceTransform engineName = Hover Engine animationID = RotorAnimation maxAngleRate = 90 controlAngleRate = 5 } MODULE { name = ModuleAnimateGeneric animationName = RotorFold moduleID = RotorAnimation startEventGUIName = #LOC_KERBETROTTER.engine.anim.unfold endEventGUIName = #LOC_KERBETROTTER.engine.anim.fold actionGUIName = #LOC_KERBETROTTER.engine.anim.toggle } //---Visual Modules--- MODULE { name = ModuleKerbetrotterEngineAnimation engineName = Hover Engine transformName = Rotor maxRotationSpeed = 100 minRotationSpeed = 3 speedChangeRate = 1 speedCurve { key = 0 0 0 50 key = 0.05 0.8 0.63 0.63 key = 1 1 0 0 } } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorArm referenceTransformName = ReferenceTransform constrainedAxis = X } MODULE { name = ModuleKerbetrotterConstrainedLookAt sourceTransformName = ThrustTransform destinationTransformName = RotorCase referenceTransformName = RotorArm constrainedAxis = Y } MODULE { name = ModuleKerbetrotterEditorMesh transformNames = Pointer availableInFlight = false } }"
  11. My graphic mode is scatter , EVE , parallex, RSS What's wrong with the graphics like this? This article was written with Google Translator.
  12. I'm using a legacy build (1.8.1) and I have no idea how to get Hide Empty Tech Tree Nodes working. I'm using CKAN and I figured it was as simple as installing it but apparently you have to configure it? Any and all help is greatly appreciated. I have no idea how to make patches with Module Manager and could seriously use some help. Thanks in advance!
  13. I remember a mod some time ago that allowed you to recruit a larger verity of crew but can not remember what it was. Any help PLS?
  14. There's this mod of some kind that I've only seen a couple times now, it's of an Apollo command module except colored white and is red along most of the backside. I just thought it looked stylish and was wondering what the mod was. Here's an image from another thread:
  15. Greetings to all of this forum. During my ksp adventures i find myself wanting certain parts that no mod had created as of yet. I want to be able to create more creative rocket designs, which aren't in the wholy kerbal style of strapping on moar boosters. Such part ideas include, radial, surface attached heat shields. Kinda like the curved solar panels from Near Future Solar. And maybe an upgraded version of the mk1-3 command pod, I would like to see one with more kerbals crammed in as the current internals allude to lots of space available. I had the idea for the upgraded mk1-3 from reading Eyes Turned Skyward. So if any mod developer is up to do this i would we happy. Thanks, I wait for a respose.
  16. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html If you know how to make this mod but dont have the time or just is not in the mood, could just tell me how i could make it myself?
  17. Hello everyone, I was wondering if anyone knew of a mod that adds weather to KSP. I am not talking about simple clouds from EVE, but more functional, essentially a continuation of Kerbal Weather Systems. If anyone knows of an up to date mod, please notify me.
  18. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  19. 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 NOTE: depends on harmony. 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
  20. So I've seen some mods with Spaceplanes such as the X-15, DreamChaser, IXV, GOGI, ISRO,Hermes, and X-24. But these are not modular like most ksp parts which kinda is not right since this game is a building game and most parts are modular so I decided to draw a concept for a modular spaceplane parts mod which fits in with the stock cross sections. The mod would also need custom landing gear as the stock ones don't really fit in as much.
  21. I have created a modpack via CKAN, and when ksp is loading it gets about halfway and sticks on a part. KSP Output log CKAN Mod pack It seems to consistently become stuck on "Loading Drag Cubes" Is this a memory issue?
  22. does any body have any idea where I could find mods for ULA rockets for v1.10.1 ,if yes, plz share the link
  23. 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:
  24. I saw a mod to store entire ships inside a single container. This would be really useful with some interplanetary colonies What is this mod? I cant seem to find it
  25. I released my first mod for ksp "ULTIMATE BOMBS" I'm so happy, but there's a problem like attaching on the armament rail, the textures of bombs are not amazing , but I'm proud of my creation, I think creates a second mod on the wings! my mod: https://spacedock.info/mod/2510/ULTIMATE%20BOMBS NEED BDArmory:https://github.com/PapaJoesSoup/BDArmory/releases/tag/v1.3.2 only 3 bombs for the moment (Lincence:MIT) from spacedock NOW THE V1.2 ,is here for add 3 bombs in the mod!!!!!!!!!!
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