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  1. Kerbal Interplanetary Probes Presents: KIPSAT DSN Antennas Description This is a work-in-progress mod for Kerbal Space Program (KSP) that aims to add large Deep Space Network (DSN) satellite dishes to enhance long-range communication capabilities. Features - Provides three DSN satellite dishes of increasing size, designed to match the default KSP DSN network antenna power settings. - It is designed to work with the extra ground stations to OFF, otherwise there is no real point :). - Requires a significant budget and attention to launchpad upgrades, introducing a new level of challenge to the game. About - This is my first attempt at creating a mod, so bear with me as I learn the ropes. - The models and textures are a work in progress and may not meet professional standards yet, but they provide the basic functionality needed for the mod to work. Companion Add-ons - It is highly recommended, if not necessary, to have the HyperEdit mod installed to teleport the dishes to their locations. - These dished are massive, so you might want to consider getting the Hangar Extended mod. - I also play with Kerbal Construction Time, effectively halting your rocket production for "months" while you undergo these DSN antenna construction projects. Installation 1. Download the mod ZIP file from the GitHub releases page. 2. Unzip the downloaded file. 3. Place the mod folder in the GameData directory of your Kerbal Space Program installation. Known Issues - None for now Contributing - Any wishes to contribute/help are welcome Wishlist While this mod is a work in progress, there are several features I'd like to implement in the future to enhance the overall experience: 1. Improved Textures and Models: I aim to refine the visual aspects of the satellite dishes, starting with high-quality textures and eventually exploring new 3D models to further enhance their appearance. 2. Contract Pack for Added Value: I'm considering the development of a contract pack that integrates with the mod, providing players with additional missions and objectives centered around the DSN satellite dishes. 3. Integration with Other Mods: I plan to explore compatibility with popular mods like RemoteTech/OPM, enabling a seamless experience for players who wish to incorporate advanced communication systems into their gameplay. 4. Interior Models: While not currently implemented, I aspire to eventually introduce interior models for the satellite dishes, adding an extra layer of immersion for players who enjoy detailed spacecraft interiors. 5. Kerbal Control Requirements: In the future, I aim to introduce a system where Kerbals must be present to provide manual controls, similar to the functionality offered by the RemoteTech mod. Please note that these features are part of a wishlist and may be subject to development feasibility and future updates. License This project is licensed under the MIT License. See the LICENSE file for details. --- Final Note: This project is a work in progress and may be subject to significant updates and changes. I also don't know all the technical details (yet). I made this mod for myself, thought that other could find it cool too. Thanks for understanding :).
  2. So, I know that the Hanger Extender mod will extend the area where you can put parts for large builds. I wanted to try this, so I installed WASD Camera Editor and Hangar Extender. They work but, I can't get out of the hangar like shown on the cover for the mod on Spacedock. Is there a button of function that comes with the mod, or is going out of the hangar going to need another mod? Thanks.
  3. [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.
  4. Big pack of flags Thats it Give ideas please Gallery: Imgur Download: SpaceDock
  5. As from 2018-0606 and under @jandcando agreement, I'm the New Management(TM) for Impossible Innovations. From now on, it's all my fault. In a Hurry: Releases: on GitHub on SpaceDock on CurseForge Old thread: on Forum. Project Yes, it works with KSP 1.10.0 (with Making History and Breaking Ground) Current Release: 0.8.10.0 Install Instructions. Announce. Source: on GitHub ChangeLog: here. TODO list Introduction: Impossible Innovations is a parts pack for KSP that adds some late-game parts based on fusion. Eternal Working In Progress. Here's the rundown: The Add'On adds several engine types that run off of deuterium. There is also a powerful RCS system driven by tritium. The reaction wheels also use tritium. Other all-around useful parts are added like the dead weight, different strut varieties, better parachutes, etc. Part Information: A little bit of useful info on how Impossible Innovations alters the tech tree: Impossible Innovations uses ModuleManager to place additional nodes to the tech tree. So if other Add'Ons do likewise, the possibility exists that there may be overlapping nodes, but no functionality would be lost. There is some basic integration with the Community Tech Tree, so don't worry about compatibility issues there. Some Pictures: Here. Known Issues: Working on it. Please be patient, I'm pretty sure I'll be able to break something soon. Credits: Contributions From: JandCandO (for creating this Add'On at first place!) Dungchunker (For creating the amazing blue models you see) Baconator900 (For previous efforts as one-man testing team) Lando (For creating Part Generator) And future new features/bugs/mishaps from yours truly. Legal Stuff:
  6. Does anyone know of a mod that requires the player to stockpile certain resources, outside of career mode? For example: Rather than being able to fill a KSPIe antimatter tank with an arbitrary amount of antimatter, the player first has to collect that much antimatter, then recover it on Kerbin. Alternatively, a mod that lets you prohibit certain resources from being added in the VAB/SPH, so the player has to bring that vehicle to a space station/base that has some of that resource to fill up the tanks.
  7. “Within the darkest depths of the sea, we rise to the challenge of leaving our prison of a world.” Alienation promises to become what is possibly the first planet pack out there to take place on a hycean planet. The homeworld, Thalass, is a water world 10x the size of kerbin with 1.5x the gravity, making it a huge challenge to navigate and an even greater challenge to escape. This planet pack is currently early into development. Follow for updates. BETA DOWNLOAD: Alienation - V0.0.1 REQUIRES: Kopernicus, EVE, Scatterer, NiakoUtils [Click]
  8. I've searched, didn't find the answer to this. Pretty sure it's one of those "oh you're missing this basic critical element" problems. Running the 0.90.0 Beta Demo. I know how to edit the cfg files for existing parts, but I'm trying to duplicate the LV-T30 engine so that I can make a separate vacuum-optimized upper-stage version. However, even though I know I can successfully modify existing parts, including the standard LV-T30, I can't seem to get duplicated versions to show up in the VAB when I actually go to build it. So far I've tried duplicating and renaming the cfg file, duplicating and renaming the entire LV-T30 directory in GameData/Parts/Engines, and making the associated changes in the PartsDatabase.cfg file, but nothing I do produces an additional engine in the VAB. Is there something obvious I'm missing?
  9. Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
  10. This mod adds flames and smoke to certain parts' joint break event. At the moment, these parts include: -anything with "wing" in the name -anything with "fuselage" in the name -anything with fuel or oxidizer as resources. -engines. Download from GitHub Source License: CC0 Author: @BahamutoD Contributors: @jrodriguez @SpannerMonkey(smce) Video by Space Scumbag:
  11. 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
  12. Among Us in KSP V3.0 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 Also available on CKAN MIT License DEPENDENCIES -Module Manager
  13. KASA Kerbal Aeronautics and Space Administration K-38 CRV [1.12.x][WIP] -This mod aims to add parts from the NASA concept and tested X-38 Crew Return Vehicle (CRV), that was proposed as a crew return vehicle from the ISS. This mod adds stock-alike X-38 parts with compatibility with several popular mods such as Habtech, SOCK, Knes, and others. This vehicle was designed to fulfill the role of an emergency crew return vehicle, supporting 7 kerbals on their journey back home. Huge thanks to @UCTech for their help with producing this mod with me! Image credit: @brickmack This mod will have Waterfall support planned for RCS and engines. The K-38 will be updated regularly, so check back often for updates.
  14. I recently downloaded KSC Extended but the ground around the KSC Extended buildings are pink or purple. Someone on the KSC Extended topic gave me the color patch, but where do I install it? Thanks
  15. With these specs icy very smooth .1g rings?(mabey) between eeloo and dres 1 inclination 0 eccentricity thin atmosphere no water no moons
  16. I'm trying to add a new B9 part switch texture to a part, but it keeps running into a problem. The part is the OV-100B cockpit from SOCK, and when I added a new subtype to the cockpit texture, it broke the name types and they all appear together, and the new subtype doesn't appear. How do I fix this?
  17. (Version: 0.2.3) - This mod is still a big work-in-progress Please post any balancing changes or bugs you find. It would help me a lot to improve this mod. About: This mod adds a unique FTL drive, called the Nexus Realm Explorer (NRE) Drive, which features two distinct modes. The drive is inspired by the Frame Shift Drive from Elite: Dangerous (yes, this is also a reference to NullReferenceException, these occured quite a lot during development) To use your NRE, you must first charge up the drive. The Charge Status is indicated by the progress bar on the top of your screen, which is shown when you start charging it. After that, you have two options: "Supercruise": Functions similar to an Alcubierre drive. Operates in speeds between 30 km/s and 2 c, only works in space and is affected by planet's gravity. Additionally, you can rendezvous with other vessels when in Supercruise (if you are within 300km of them). "Leaping": Allows you to jump to a celestial body (if it is massive enough), while expending a large amount of fuel. Media: Coming Soon™ Download/Source: Github Spacedock Now on CKAN Disclaimer: This is a continuation of a similar mod I stopped working on ~2 years ago. I finally got enough motivation to reboot it, and this new "Attempt" is much more polished, debugged and feature complete. That being said, the Mod is still not complete and still requires some balancing, it's own parts, FX and sounds. These will come in the near future. Credits: @Cyne for annoying motivating me to pick up this project again Changelog: License: All Rights Reserved
  18. 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:
  19. 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
  20. [Licensed with Mozilla Public License 2.0, more information in the License.md file] KerbalFunds: You just need that small amount of Funds/Science for upgrading/building/researching? You can get it easily now, using KerbalFunds! In the uploaded version, you can press L at the KSC to get the menu and press submit to close it. This video isn't the current version, the uploaded one can also add science points. Here is the spacedock page: https://spacedock.info/mod/3326/KerbalFunds Source code repository on GitHub: https://github.com/jdopss/KerbalFunds Changelog: 0.1: initial release 0.2: taskbar support button added, licensing
  21. Arcana Sidera The Arcana Sidera star cluster is a small star cluster in the Scutum-Centaurus arm of the Kerbal Galaxy. Located directly in the shadow of the galactic core and orbiting at a distance of 229.81 lightyears, the cluster went unnoticed for millennia until the exploration of the Sagittarius A system, where it was located by one of the scientists on board the expedition. Long thought to be a single blue giant star, upon further observation the cluster was discovered to actually be three stars orbiting a blue giant star - The binary system Quatuor and Temporum, a red dwarf named Rubrum and another unidentified star orbiting very closely to the blue giant star, which has received the name of Phoenix. Upon discovery, a single unmanned craft was sent to the cluster for research, being able to map the systems and identify the main properties of each star and planet in the cluster. Originally, you were going to start in the Quatuor Temporum system, but the starting system has been switched to the Phoenix system and Phoenix has received a size change for gameplay purposes Current functional celestial bodies in the mod: Remember, more are coming soon, these are just the ones that I have functioning Most of my other planets are either massively unfinished or too glitched to show, so it will be ended here. Whenever a new planet gets a major facelift or becomes functional enough to show here, I will edit the post. (this was originally posted in KSP1 Mod Discussions, I moved it here since I realized it was in the wrong spot) This mod is NOT ready for release yet. I might find some people for playtesting but it is not currently ready to be released to the public.
  22. This topic has been moved to the KSP1 Mod Releases section, go to here to see it:
  23. Hey, I have found it difficult to find chinese launch vehicles, can someone point me to one either by link or name reference, please?
  24. Since this is the first result on google i wanted to make something clear, this is not the full mod The full mod is being worked on here: Endless expanse: DOT-33 is the first part of an eventual galaxy. The current system (DOT-33) is a binary star system consisting of a yellow dwarf and an orange dwarf, each with their own system. So, will you be able to survive the endless expanse? https://spacedock.info/mod/2936/Endless Expanse: DOT-33 To all of the people who supported me during development, thank you. See you in the full release -TheOrios CC-BY-NC-ND
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