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  1. Hello KSPForums! I would like to request a mod that uses the modulemanager to increase the force needed to cause a part to disconnect from another part (via breaking) by a factor of 10, or 100, or 1000. I love to build spacecraft, but after even the slightest sheer forces cause my spacecraft to come apart like a stack of oreos, I feel like I need to modify something. So, my request for this 'mod': It should be a modulemanager file There should be 3 versions (x10, x100, and x1000) so a user could choose their breaking-force modifier The mod should effect ALL connection methods (radial or node) I would do it myself, but I have no idea how these mods work. Thanks in advance, and I am looking forward to seeing what y'all can come up with!
  2. Hello! Welcome to my second planet mod, Planet Dunope Revamped! Download it here: https://www.spacedock.info/mod/2093/Planet Dunope Revamped Planet Dunope Revamped is my second KSP planet mod which brings back the old Planet Dunope mod in a new and revamped form! Kopernicus is required for this mod to work correctly. Dunope is a small ringed planet located between kerbin and duna. Besides having a nice ring system, it hosts a small green moon orbiting close aswell. Explore this new world with many biomes, and custom scienceDefs! Enjoy a great view of Dunope from its small close orbiting green moon! LICENSE: CC BY-ND 4.0
  3. NO MORE SCIENCE! Here's my first mod. It introduces a new strategy that exchanges Funds for Science points. I made it because KerboKatz is not updated anymore and I think it was a great mod that changed the way I play career mode. WHAT IT DOES: You don't have to do science experiments anymore. Just keep hoarding money from contracts and when you're ready to unlock a new tech tree node just buy some science with cold hard cash. The exchange ratio is 1000 : 1. Here's the Google Drive link (because I've been waiting for the last 6h for SpaceDock to send me the confirmation email!): [Download link snipped by moderator, pending posting of source code; see note below] All you have to do is put the 'SciencelessCareer' folder into your GameData folder. Screenie: NOTE: It depends on your playstyle and how you want to use it but I recommend trying it with minimal science rewards. License: CC BY-SA 4.0
  4. The Greegus system mods is a mod that is in early development it is intended to add another solar system to go to with lore scattered around it. List of planned objects. Greehgohs (Star) is a medium sized blue star that will be the star that most new planets will obit around. (satrting to be developed.) Grid (Hellish firey world) will be the closest planet to Greegus with hot gaseous carbon and silicon in the upper atmosphere. Grid B (Molten asteroid moon) will be Grids Moon, it will be a small asteroid with most of its surface covered in molten iron. Grisus (Large Brown dwarf) is a Large brown dwarf in a semi binary orbit with Greehgos, it has a very large number of moons even with one being a small gas giant with it's own sub moon. Grisus D (large gasous moon with a sub moon) Gregus (large habitable world) orbits within the habitable zone of it's star, it has green water with blue plants and a sentient reptilian race (not in game just in the lore) s it supports a number of moons and also also has a large ring system. Grim A (Hot, Binary moon 1) Grim B (Habitable, Binary moon 2) This is my first mod so if I am having trouble I will post my files, and if you see the problem tell me.
  5. Hello Kerbonauts, I'm rather new in this forum, but I've been playing KSP since it came out. Anyway, My game is heavily modded, and theres a mod that keeps giving me trouble. As the title says, its BDAc. I dont currently have it installed, but its given me trouble in the past. The first time I installed it, it Kraken'd my save file and corrupted my entire game. The second and third time i downloaded it ( third time from spacedock, first and second from curseforge), it worked but i couldnt right-click anything except the Rotary Launchers and Adjustable Missile Rails.  Anyone able to help? Thanks A Million.
  6. Hi guys. I'm a year into my career game with a fully unlocked tech tree. I recently installed DSEV and Karbonite+. I also installed the GEP planet pack so I can go on a long exploration. I'm not the best at descendings and landings so I know I will definitely lose kerbals (I've already lost the big 4 while returning from interplanetary space) My question is, is there a mod for getting kerbals when off Kerbin? If my colony ship runs out of "volunteers" I would like to be able to get more, even when I'm orbiting a new star.
  7. UPR is a "mod". Really it's a bunch of config files and module manager patches but it's goal is to make a complete integrated mod experience for ksp. This means it integrates some selected mods together to create a system which is universal (i.e same UI, Resources and converters for all systems) The design concept is for it to be a Semi-realistic easyish stock looking and balanced game Source Code: https://github.com/Lach01298/UPR Current dependencies: WildBlue Industry's Tools Snacks CryoTanks Community Resource Pack Community Tech Tree DynamicBatteryStorage Rational Resources recommend/Integrated Mods Making History DLC Breaking Ground DLC WBI Pathfinder WBI DSEV NF Electrical NF Propulsion KIS KAS Features: Semi-realistic planetary resources i.e your not going to find every resource on every planet like what CRP is currently Semi-realistic life support (Food, Oxygen, Water) Planetary Base building/ Colonization Semi-realistic ISRU Metholox and Hydrolox fuel chains and engines part and equipment production chains integrated tech tree Other Stuff help and suggestions are appreciated and so feel free to do so Developmental notes This seems like a lot and it is. But this started as trying to get some of my favorite ksp mods to fit seamlessly together and separately trying to make them a little bit more realistic. Then it got all lump together into what currently is UPR. Thus it really should have another name but it was separate "mods" so i just kept one name that had a short acronym: UPR
  8. With kind permission of @blizzy78 , and continuing on from his excellent work, I've taken on this plugin which is otherwise essentially the same as before This is a minimalist plugin that allows to adjust the ambient lighting on the fly. This should come in handy when you can't see your docking ports because you forgot to bring lights. It should also be useful to Youtubers and streamers that want to brighten things up a bit for their viewers. This plugin optionally supports Toolbar Plugin version >=1.7.0 (no longer bundled with the download - don't forget to grab it separately if you want it) How to Use You have two settings you can toggle between. To adjust the ambient lighting in the current setting, click on the toolbar button to open the slider. Then drag the knob of the slider around. Click the toolbar button again to hide the slider. To reset the ambient lighting in the current setting to KSP default levels, right-click the toolbar button. To switch to the second setting, click the toolbar button using the middle mouse button. Each time you click using the middle mouse button, you toggle between those two settings. Both settings are persisted between scene changes and KSP restarts. Download Ambient Light Adjustment Plugin :- Github KerbalStuff Spacedock Source code on GitHub: https://github.com/timmersuk/ksp_ambient_light This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Change Log 2.6.3.8 - Rebuilt for KSP 1.3.0 2.6.2.7 - Applied fix for toolbar wrapper assembly parsing 2.6.1.6 - Rebuilt for KSP 1.2.0 2.5.8.5 - Rebuilt for KSP 1.1.3 2.5.7.4 - Rebuilt for KSP 1.1.2 2.5.6.4 - Rebuilt for KSP 1.1 2.5.6.3 - Added tooltips to Reset and Toggle buttons. Added Null pointer check around RemoveModApplication when destroying button. Updated assemblyinfo version. 2.5.6.2 - Changed default position when using stock toolbar. Save slider position to settings.dat. 2.5.5.2 - Added buttons for toggling between setting A and B, and for resetting current setting to default ambient level. Fixed proliferation of spurious applicationlauncher buttons after changing scenes. 2.5.4.2 - Rebuilt for KSP 1.1.0 prerelease Added support for stock applauncher 1.5.4.2 - Rebuilt for KSP 1.0.5 1.4.4.2 - Rebuilt for KSP 1.0.4 [*]1.4.4.1 - Rebuilt for KSP 1.0.3 1.4.3.1 - Rebuilt for KSP 1.0.2 1.4.2.1 - Added toolbar button on spacecenter scene. 1.4.1.1 - Rebuilt for KSP 1.0.0 1.3.1.1 - Fixed incorrect mod name in AVC version file. 1.3.0.1 - Switched to timmersuk fork - Updated for 0.90.0 - Switched to KSP-AVC/mini-avc for versioning - no longer retrieves current version from blizzy.de 1.2.0, 2014-08-21 - The plugin now also works in the tracking station. - The slider will now auto-hide automatically after a few seconds of inactivity. - The toolbar button is now only accessible in the relevant game scenes rather than all game scenes. 1.1.3, 2014-07-27 - The plugin now does an automatic update check, and also gets KSP versions from the update check server. In case the currently running KSP version is one of those versions, the plugin will not complain about being incompatible with this KSP version. This saves both players' and the plugin author's time. - Updated for KSP 0.24.2 and Toolbar Plugin 1.7.6 (included.) 1.1.2, 2014-07-18 - Updated for KSP 0.24.1 and Toolbar Plugin 1.7.5 (included.) 1.1.1, 2014-07-18 - Updated for KSP 0.24.0 and Toolbar Plugin 1.7.4 (included.) 1.1.0, 2014-03-06 - Added the ability to toggle between the current and the previous setting by clicking the toolbar button using the middle mouse button. - Both settings are now persisted between scene changes and KSP restarts. 1.0.0, 2014-03-05 - Initial public release. The Ambient Light Adjustment plugin is licensed under the GNU GPL v3.
  9. Hey Kerbals, trying to find a cockpit that's simply just a glass dome which you mount on top an existing structure element for example. It might not be a pure cockpit mod, but that it's simply apart of another mod, anyone know what im talkin about? Would appreciate some help!
  10. CURRENT PARTICIPANTS: @KerbalKore @ @ @ PROLOGUE: BRIEF: Players must collaborate with one another in order to construct a massive colony ship with enough space and fuel to colonize another world. Each ship may be built solo or with a maximum of 3 people (see rules) The ships must be built by sharing the craft files and sub-assemblies with each other. Ships must be given a name and one of the builders then must head off into the void and get into orbit of their destination in order to complete the challenge. The Ships may be launched from Kerbin and assembled from orbit, or constructed in orbit using Extraplanetary Launchpads. The most ambitious successful mission wins. RULES: SHIP BUILDING CRITERIA: HOW POINTS ARE AWARDED: Recommended mods for the challenge (Stock is fine): This challenge is highly experimental and I would appreciate any feedback given. CURRENT SHIPS: NAME: CCS "Noah" PHOTO: TYPE: Cryo ship DEVELOPERS: @KerbalKore CREW CAPACITY: N/a DESTINATION: Nara (planet 9 of JNSQ system overhaul) MODS: restock, restock+, EPL, KSPIE, BDB, Tantares, and all Nertea's stuff. PROGRESS: Planning stage
  11. Hi, I have a quick question. Is there a mod adding radial storage bays? If not, do you know of anyone who has started a similar project? Thank you in advance.
  12. Need More Rotors? Apart from Firespitter and KAX, I felt there wasn't enough rotarywing parts. This mod is my attempt to answer that. Introducing K.R.X. (Kerbal Rotor Expansion). DOWNLOAD From SpaceDock! Videos: Included in this release: Heron: coaxial rotor Sparrow: 3 blade rotor (left and right rotating versions) Osprey: 3 blade tilt-rotor style (left and right rotating versions) Seagull: 6 blade super heavy rotor Tail Rotors: 3 Blade, 6 Blade, and Fenestron Issues: Some tuning and balancing is still needed. Co-axial rotor (Heron) has a problem with one of the rotor switch/prop-blur, a limitation of firespitter. I'm working on a fix. Recommended Mods: Throttle Controlled Avionics: For single rotor use 'unbalanced thrust' on the main rotor and 'manual' on the tail rotor. For intermeshing, tandom, or quad, etc. configurations, use 'thrust'. Change Log: Version 0.31.1 Minor Update -Fixed Crash Tolerance on Fenestron tail rotor -Fixed Spelling Error on Osprey rotors -Increased torque compansation in Osprey rotors Version 0.31: -Added Fenestron tail rotor -Corrected the direction of the Osprey rotors -Increased the thrust of the Osprey rotors Version 0.30: Added 2 new tail rotors: -TR7 tail rotor to compliment the Sparrow main rotor. -TR24 tail rotor to compliment the Sea Gull main rotor. Added specially rigged gimbals to main rotors to emulate cyclic. Remodeled the Osprey rotors. Version 0.25: Initial release. Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with K.R.X.) Keptin: The sounds were made by Keptin (tweaked by me) and for much of the inspiration of this mod. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  13. Who knows how to add engine emissive in RO. Structure "name = FXModuleAnimateThrottle" seems doesn't working with real plumes. ksp 1.3.1 mods: realism overhaul, real plume, real fuels,solver engine, real heat, real chute, rss
  14. I've always wanted to have cool cinematic launches where the main engines will start and the launch clamps will release a few seconds later, but this wastes fuel, and although it never affects my launches that much, it has always bugged me. To solve this I decided to create this simple mod: Launch Clamp Fuel Pumping! This mod does a couple things: Adds a button to the launch clamps to "Start/Stop Pumping Fuel." Adds 100 units of electric charge to each launch clamp. Increases the amount of electric charge generated by the clamps from 1 ec/s to 40 ec/s. Increases the mass and cost of the launch clamps to help balance the whole thing. (Because you don't get charged for the fuel that is pumped) Other info: Launch clamps pump (magically generate) 180 lf/s, 220 ox/s and 20 mp/s, which is enough for two launch clamps to fuel one Mammoth engine with ease. The launch clamps will take 1 ec/s to pump the fuel, so although the clamp is generating 40 ec/s, it will look like its only generating 39 ec/s. Download on Spacedock License
  15. Hi! Im looking for some sleek cockpit mods, preperably some with a glass dome type cockpit. I had a mod with what im looking for, but accidently deleted that install so im lost & need some directions. Hope you can help, have a good day!
  16. Hi, I love the idea of realism with plane building in KSP, challenge and functionality as well as a realistic look and testing process over performance when building aircraft. Hi have played around with building my own turbofan engines in KSP and fitting them on planes trying to get the best performances without killing my test pilots. I've successful built a handful using propeller parts to build a fan, smaller propellers part clipped to make a low pressure compressor stage and small jets engines to act as a high pressure compressor stage (and deliver most the thrust). I then use structural panels in an attempt to house the engines and they work fairly well. The biggest issue I run into is the size, in order to fit in all the separate fuel tanks and piping needed for each stage the engine ends up being way to large to look scale. This a very fun and rewarding build, as I love the realism and the thought that goes into trying to reduce weight and increase thrust and efficiency, when just adding a stock turbo fan is just way too easy! My idea is a mod that includes parts such as Fans (high and low bypass for efficiency or power), compressor blades (adding more creates more thrust but more weight and less efficiency) and combustion chambers where the amount of fuel per second can be selected or different in available parts to increase thrust but reduce efficiency. I would then like to have the ability to customise engine housings with a method similar to how ferrings and created for rockets. A mod like this would give players the ability to completely scratch build engines in all sizes for all purposes for your own aircraft and create a whole world of challenges and achievements, for instance creating small regional jets that have the ability to transport a small number of kerbals over small distances very cost effectively, or long range jet bombers or passenger jets to transport kerbals around the world like the A350xlr and even giving a challenge to creating a supersonic jet that isn't just "add more engines". Anyway, I have completely no idea how to do computers and so creating mods is way beyond my comfort zone. However I believe this is an idea that many people would enjoy and potentially could have a place in the game itself. If anyone out there thinks this is a cool idea, please do comment, or if even better anyone out there thinks this maybe possible or thinks they could give it a go, please get in touch! HAPPY FLYING! Here's a few concept part ideas. take a look, let me know what you think, make any changes etc! https://drive.google.com/open?id=18MPGg6PkEneFf7mDVaWzIsTF0gTe5xPj
  17. KK's K-1011 "Tristar" Development Thread I've recently been working on a model of the famous infamous Lockheed L-1011 "Tristar", mainly out of personal interest because I wanted to challenge myself with something new (everyone can make easy 3D rocket parts right?) and thought I'd share some of my progress here, maybe some of you like it. Note that this is not supposed to be a replica, I am trying to keep things simple, though this won't be stockalike either and will not really be suitable to use with other stock parts in your own designs, due to the high amount of work needed to split things up into many smaller parts. Things like the engines can of course be reused in your own crafts. Current progress: - engines are done (model & textures completed, still need to go through Unity) - most parts are finished modelling, the gear is still missing though I will make sure to create a nice, realistic IVA for this as well. And some pictures: Hope you like it so far.
  18. I think this is the best place to put this. So I'm trying to redo my whole 'Gliese 581' system alteration from last year that, well, turns the stock system into the GJ 581 system. To preserve realism, I'm making the planets all 1/100 their irl mass and 1/10 their potential sizes rather than just putting them into the orbits of the planets of GJ 581. Now there are two planets where this resizing is a major problem: Kerbin, which is now almost 1000 km in radius (it takes the place of GJ 581c), and Laythe, which is about 1500 km in radius. (it takes the place of GJ 581b) Because I've increased their sizes so much the water is literally below the ground, so I need to raise it somehow. I've tried a few different things, mostly messing around with VertexHeightMap, but none of it worked, and the water is still below ground. I'd like some help with this so I can actually finish the mod this time around.
  19. Launch Numbering is a very simple mod - with one job to do. Every time you launch a vehicle, the mod examines the name. If it's seen that name launch before, it appends a number on the end. So, if you launch the same vehicle 4 times, they should all be uniquely named. Downloadable from Spacedock Source on github MIT Licensed In game settings, you'll find options on whether we use Arabic or Roman numerals, and whether we show Bloc numbers (wherein we try to identify "variants" of the vessel, in terms of its structure, and show it as a different Bloc). Now that this is doing what I wanted, I'm open to suggestions for anything that others would like to be able to configure with it.
  20. can anyone make a gear mod? i mean mechanic gear or cogwheel, not landing gear. to help my helicopter work properly. coaxial gear, planetary gear. ETC https://en.wikipedia.org/wiki/Gear
  21. Hey, I would like to make a mod (a parts pack to be exact) but I don't know how. I have some(ish) programming experience, but I don't know how to start, how to actually make the mod work and what software to use. It would be nice if one of you experts gave me a tutorial or something on how to get to modding. It would also help if you told me how to make textures.
  22. I have an issue with indlatable parts from different mods - as example, USI, Inflatable Airbags, Contares pack and couple other. When i grabing them from part list there are inflating and stay inflated all the time in hangar and also missing a button to deflate/inflate (USI, Contares) or just missing any buttons in right-click menu and do nothing. At the same time some other mods (Notantares inflatable parts, Comfortable landing) work just fine. I have a heavily modded install (~>90 mods, mostly for parts) and not very good computer, so i just cannot unistal one mod at a time and look if issue is fixed - it would be PAINFULLY long process (of course, if i won't be able to figure answer i will do it, but...). So what can cause that issue and how can i get rid of it? P.S. English is not my native language, sorry for mistakes and that stuff
  23. Description MonoMap is a simple KSP mod that disabled 3D sound whilst in the map view. In other words, you get the same sound in both ears, instead of just one. Also the volume changes slightly, just a side effect. Installation The mod will most likely work with any version of KSP after 1.4.4 (don't quote me no that though). Install like any other mod; download file and drag contents to the GameData folder. Download here. (Source code can also be found on GitHub) Credit Thanks to forum user Morog for original idea License Standard MIT license. See GitHub page or download mod for details.
  24. I'm looking for a mod that allows me to leave a thick smoke trail behind my aircraft, is there any? I've already tried using SRBs and both the Plume Party and Vapor Vent mods, but their smoke cuts at takeoff. Any suggestions will be appreciated!
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